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Ah, wink wink. Say no more, say no more
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El Corazon wrote: Nudge, nudge, wink, wink, know what I mean?
No, no I don't... unfortunately. Unless making websites qualifies as a game. ;)
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Jeremy Falcon wrote: Unless making websites qualifies as a game
depends on what is playing on the website.... good high quality soft-body physics can really put the "bounce" in what you look at....
_________________________
Asu no koto o ieba, tenjo de nezumi ga warau.
Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
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El Corazon wrote: good high quality soft-body physics can really put the "bounce" in what you look at....
Good one.
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hi,
in advance thanks to look my problem,
i am executing pushsource program which is in samples->multimedia->directshow->filters of platform sdk. i am getting some errors while linking. i dont know what to do i have already included strmbasd.lib in the project library and the path is also set.
can any one help me how to get rid of this errors.
the following errors i am getting.
Linking...
LINK : fatal error LNK1221: a subsystem can't be inferred and must be defined
PushSource - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
can any one help me how to solve it.
amiya kumar das
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amiya das wrote: LNK1221
You could always try looking up the error.
Linker Tools Error LNK1221[^]
/SUBSYTEM:WINDOWS works well for a DS filter.
Mark
Mark Salsbery
Microsoft MVP - Visual C++
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Iam doing my graduation project and i need to do a project (Design simple dream home ..)which is build 2d home which the user draw( I use c# to program it )and then transfer it into 3D home and allow walk throw this virtual 3d home...
which is better to do this transfer and drawing this 3D home..DirectX Or Open GL ??( I don't no any thing about both.. but i want to learn the best for my project )..
Thanks..
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sofy2008 wrote: what is better directX or openGL
short answer: both, neither, either... take your pick.
Long answer: DirectX is designed for Windows operations and is a closed system, if you are on windows only, and C# only, chances are you will want to use DirectX. OpenGL is designed to be cross platform, and open. There are some advantages of the open system. It is far easier to find your scenegraphs for OpenGL for instance because of the openness issue. OpenGL is defined by committee, where-as DirectX is defined by one Company: Microsoft. There are advantages and disadvantages to both. You know what they say about committees, "a camel is a horse designed by a committee." ATI's got to get their two cents in, so does nVidia, so does Sun, so does... etc. Once everyone has put their two cents in, you've got some odd things. But on the good side, you are generally graphics card agnostic, tests are uniform, and extensions are available to pull in the latest stuff from your favorite vendor. With DirectX there is one way, or the highway, you say nothing, you obey everything. Don't like it? tough cookies, go play elsewhere. The advantages with DirectX is that it is generally efficient, if not sometimes convoluted, both because Microsoft can do anything they want, and they really don't have to listen to anyone else unless they feel like it that day. And of course the big thing for you, DirectX plays well with C#. Not to say you can't do OpenGL with C#, but you will find it usually easier to do DirectX.
OpenGL is also designed to be language agnostic, you will find OpenGL for C/C++ mainly, but also for VB, Delphi, Fortran (yes, you heard that right), Perl, Python, Ruby, Scheme, D, C#, and many, many, many, many more.
You might as well ask which is better, Fuji Apples or Granny Smiths? You'll get lots of opinions, but the real question is what is right for you, and no one can answer that except you. Personally, I prefer Fuji Apples and OpenGL. Plus I can plant the garden outside the house and make it wave in the breeze.
-- modified at 12:53 Wednesday 19th September, 2007
_________________________
Asu no koto o ieba, tenjo de nezumi ga warau.
Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
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El Corazon wrote: OpenGL is defined by committee
And Microsoft was part of the original committee. Just shows you really need to be careful letting Microsoft near a standards effort.
El Corazon wrote: DirectX is that it is generally efficient, if not sometimes convoluted
Like a lot of Microsoft API's, it appears to be the outgrowth of someone's thesis project. A lot of theory but little thought on what is needed in practice.
Save an endangered species. The American Engineer.
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DirectX
Pros:
- It's a complete engine that'll handle stuff like audio, input, etc.
- A lot of companies use it, so learning it may land you a job.
Cons:
- Uses COM, so it's inherently slower.
- Windows Only.
- The code required to get things going is bloated.
OpenGL
Pros:
- Cross platform, if you want your games to also work on Macs, Linux, etc.
- Fast and efficient.
- It runs about 10 FPS faster on nVidia cards in Windows (pre Vista that is).
Cons:
- It's just a rendering pipeline, you'll still need to handle things like input, audio, etc. with another library.
- DirectX dominates the Windows arena, and Windows dominates the desktop arena.
I prefer OpenGL personally because I believe Windows isn't the only OS in the world. But, as far as what's really better or not, it depends on your circumstances. If you'd like to get a job in the gaming industry, learning DX may be a good choice. If you want cross platform, OGL is the way. So on and so forth.
And remember, at the end of the day, making a good game has less to do with your choice of engine and more to do with the talent of your team.
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Thank you for your wonderful analysis, I will choose to learn DX first
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I think DX is better for you, you can modify the samples to match your needs
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Is there anybody know how can I fetch resources from Uncharted Waters 4, published by KOEI.
I need the pictures in Uncharted Waters 4, thanks a lot!
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send in your resume/CV and application to KOEI to be an employee.
_________________________
Asu no koto o ieba, tenjo de nezumi ga warau.
Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
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El,
I swear I hear a little flamenco guitar every time I read gems like that
Mark Salsbery
Microsoft MVP - Visual C++
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Mark Salsbery wrote: I swear I hear a little flamenco guitar every time I read gems like that
hey, it is nothing but the truth. My work is not public access, but does generate public pictures once in a while. I am the only one who has them outside my work. If you want to get access to the goodies, join the team. It's the best way, and you earn a buck doing it too!
and I play native american flute, not guitar.
_________________________
Asu no koto o ieba, tenjo de nezumi ga warau.
Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)
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American humor? Is there any other solution? I'm serious, thank you.
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The artwork in the application belongs to KOEI. They produce the game, and their license will be pretty tight, so we cannot help you to rip them off. Sorry, but we don't encourage this type of behaviour around here.
Deja View - the feeling that you've seen this post before.
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Yeah, I think you are right, but I don't want to steal these from KOEI, I just want to know how to fetch them out, from the technical point of view. It's just my interesting, you know, if I use them in business products, KOEI will trouble me. ^_^
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giant_hao wrote: if I use them in business products, KOEI will trouble me.
If you use them in ANY product, KOEI will "trouble you". Actually, they'll sue the pants off you. And it's this very reason that makes it difficult to help you. If we tell you how to do this, then you go ahead and use the images anyway, we become complicit in the suit against you by KOEI. Why should we open ourselves up to that kind of liability?
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giant_hao wrote: It's just my interesting, you know
Then write your own program with images you create and learn to rip them that way. Glad I could help.
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OK, thanks for your mention
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What part of "copyrighted work" escapes your understanding?
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He aims, he shoots, he scores. Whallop.
Deja View - the feeling that you've seen this post before.
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I need sugge./ advice for video processing for bleow requirement
Person or object will be selected in the first frame of video sequence
manually by mouse. Now the selected object/persion should be segmented in
rest of the frames by the algorithm/porgram.
any souce code/algorithm/ links / suggestion are greatly appericated
Thanks in advance
->electron
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